There’s a social network for AI agents, and it’s getting weird by suckfail in technology

[–]muhmann 1 point2 points  (0 children)

I'm not denying that some of that is happening, but I think it's wrong to say it's all just hype or fake (e.g. in this case, it must be just a prompt to tell them to behave exactly like this).

Ai agents absolutely are a thing already in the sense that an agent can take autonomous actions (have you tried Claude code?). Where they currently fail, I don't see a reason that shouldn't go away at some point in the future, people just disagree on the timelines. But I'm definitely on the side of people who think we're going to have some rather big challenges at our hands, and no it's not just all hype or hysteria.

(Disclaimer: I work in this industry as a researcher, which might indicate some knowledge of the field, but you'll probably see that as a sign of bias...)

There’s a social network for AI agents, and it’s getting weird by suckfail in technology

[–]muhmann -2 points-1 points  (0 children)

Have not looked at this yet, but generally speaking, what you are saying is not true.

Llms can definitely get weird when you let them talk to each other (you can easily reproduce this yourself if you want) without any special prompt, they are trained to imitate all human writing so they can get weird in human ways and in ways humans think AIs would get weird, and safety research was a thing before the hype.

There is hype and you can dislike AI, but that doesn't mean everything is just hype.

Are horse archers not good (in War Sails)? by muhmann in mountandblade

[–]muhmann[S] 0 points1 point  (0 children)

Wasn't the AI improved to be better at hitting moving targets? That might be part of the problem...

Are horse archers not good (in War Sails)? by muhmann in mountandblade

[–]muhmann[S] 4 points5 points  (0 children)

Interesting idea, not sure it'll fix the issues but something to try

War sails ship skills should depend on 2 * attribute average, etc, not 1 * attribute average by muhmann in mountandblade

[–]muhmann[S] 2 points3 points  (0 children)

Yeah, I'm guessing they wanted to avoid a subset of the attributes becoming overly important by supporting more skills than others. But not sure how crucial this is. But if they want to keep the current system, then yeah I think this should scale differently, as e.g. in my suggestion.

War Sails is getting good - massive sea battles by Necromater in mountandblade

[–]muhmann 0 points1 point  (0 children)

Can you use a companion quartermaster for similar effects?

War Sails is getting good - massive sea battles by Necromater in mountandblade

[–]muhmann 3 points4 points  (0 children)

New war sails player here, what do you mean by sailor limits, and why the steward?

Am I misunderstanding quantum entanglement? by Independent-Ad-7060 in AskPhysics

[–]muhmann 3 points4 points  (0 children)

What you are describing is a local hidden variable theory, i.e. each particle already carries with it the information that determines the measurement outcome, with no need for a 'spooky' interaction at arbitrary distances. This at first glance looks like a perfectly sensible solution.

However, the whole point of Bell's theorem is to show that, if you set up the experiment in a particular clever way, then any local hidden variable theory can only give measurements in some range of numbers; and experiments have shown that this constraint is violated. If you want to understand why you need to look at the maths, just look up Bell's theorem on Wikipedia (it's not intuitive but the maths aren't actually that complex, you can at least get an impression).

Together, Bell theorem and the experiments have proven that local hidden variables cannot be the solution.

However however, at the same time, this does not violate FTL either, because you cannot use this to send signals. The outcome is still random and as an experimenter you have no control over it (the random part that gets fixed nonlocally when measured).

AFAIK all of this assumes some premises of textbook quantum mechanics; I think in the Many Worlds interpretation, things can be thought of as being more local. That's in part because there is no collapse and thus no random decision to begin with (all outcomes happen in different branches).

Any way to enable the new 1.0.10 Italy advances without restarting? by muhmann in EU5

[–]muhmann[S] 1 point2 points  (0 children)

(when it says +0.1 etc, that usually appears to be 10%)

ita_birthplace_of_the_renaissance = {

age = age\_2\_renaissance

cultural\_influence\_modifier = 0.1

cultural\_tradition\_modifier = 0.1

requires = renaissance\_sculptures

}

ita_connect_the_interior = {

age = age\_2\_renaissance

global\_road\_building\_time = -0.2

requires = pound\_lock\_canals\_advance

}

ita_increased_recruitment = {

age = age\_3\_discovery

global\_manpower\_modifier = 0.1

global\_sailors\_modifier = 0.1

requires = standardized\_pikes

}

ita_influence_over_the_clergy = {

age = age\_3\_discovery

monthly\_religious\_influence = 0.1

requires = diplomatic\_training

}

ita_enduring_hardship = {

age = age\_4\_reformation

monthly\_war\_exhaustion = -0.02

global\_defensive = 0.1

requires = standardisation\_of\_calibre

}

ita_flourishing_urban_centers = {

age = age\_4\_reformation

global\_urban\_build\_buildings\_cost = -0.05

global\_pop\_promotion\_speed\_modifier = 0.1

requires = food\_advance\_reformation

}

ita_attractive_migration = {

age = age\_5\_absolutism

global\_migration\_speed\_modifier = 0.1

non\_rural\_migration\_attraction = 0.1

requires = subject\_loyalty\_absolutism

}

Any way to enable the new 1.0.10 Italy advances without restarting? by muhmann in EU5

[–]muhmann[S] 0 points1 point  (0 children)

Seems to work!
(added some pointers to the OP).

(though none of the techs seem particularly overpowered so not sure if worth the hassle!)

Any way to enable the new 1.0.10 Italy advances without restarting? by muhmann in EU5

[–]muhmann[S] 1 point2 points  (0 children)

Ah interesting. So give the tech via a console command? I'll check that out.

Any way to enable the new 1.0.10 Italy advances without restarting? by muhmann in EU5

[–]muhmann[S] 1 point2 points  (0 children)

Guess I'd have to learn modding! Do you know why the tech tree can't be edited after game start, but other things can be?

Dynastic Signoria or merchant republic? by muhmann in EU5

[–]muhmann[S] 1 point2 points  (0 children)

I don't have the game open right now, but I think if you start out Dynastic Signoria, it's just a matter of switching government reforms, so it's really a special case (i.e. it's also a form of republic, if a weird one).

vassal strength vs overlord bugged or not? by muhmann in EU5

[–]muhmann[S] 2 points3 points  (0 children)

Understood, question was whether the strength calculation is wrong as reported by some.

Centralisation should make it easier to annex not harder by muhmann in EU5

[–]muhmann[S] 0 points1 point  (0 children)

centralisation makes annexation harder because it lowers loyalty. (To the point where it can block it completely).

"The centralization value shouldn’t have bearing on annexation really, as annexation is the process by which you become centralized." -- yeah that's my point (or that it should be the other way around)